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An adaptative game loop architecture with automatic distribution of tasks between CPU and GPU.

, , , , , , , , and . Computers in Entertainment, 7 (4): 50:1-50:15 (2009)

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MobileWars: A Mobile GPGPU Game., , , and . ICEC, volume 8215 of Lecture Notes in Computer Science, page 75-86. Springer, (2013)Techniques for designing GPGPU games., , , , , and . IGIC, page 1-5. IEEE, (2012)A Neighborhood Grid Data Structure for Massive 3D Crowd Simulation on GPU., , , , , and . SBGames, page 121-131. IEEE Computer Society, (2009)gRmobile: A Framework for Touch and Accelerometer Gesture Recognition for Mobile Games., and . SBGames, page 141-150. IEEE Computer Society, (2009)GpuWars: Design and Implementation of a GPGPU Game., and . SBGames, page 132-140. IEEE Computer Society, (2009)NGrid: a proximity data structure for fluids animation with GPU computing., , and . SAC, page 1303-1308. ACM, (2015)Exploring Parallel Game Architectures with Tardiness Policy., , , , and . SBGames, page 33-42. IEEE Computer Society, (2015)An architecture for game interaction using mobile., , , , , , and . IGIC, page 1-5. IEEE, (2012)Neighborhood grid: A novel data structure for fluids animation with GPU computing., , , , , and . J. Parallel Distrib. Comput., (2015)A bidimensional data structure and spatial optimization for supermassive crowd simulation on GPU., , , , , , and . Computers in Entertainment, 7 (4): 60:1-60:15 (2009)